Help With Roofs - And Pics From My Map

ZocZoc <?php echo "Hi there!"; ?> Join Date: 2003-01-20 Member: 12517Members, Retired Developer, Constellation, NS2 Playtester
Here are screenshots from the map co_duel - the one that I really need to thank you, for helping me out every time that I got stuck mapping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

But, I really don't know what to make in roofs... Every screen have a "Flat Roof" with weird textures...

Can you, please, give-me some ideas for them ? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

Below are the pics... and please, If you got any idea that you think would be good for my map, feel free to say <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

And thank you, again, for all the time that you've helped me to do what I've done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

The Screenshots:

<a href='http://www.uniriotec.br/~felipe.silveira/co_duel/screenshots/co_duel0000.jpg' target='_blank'>http://www.uniriotec.br/~felipe.silveira/c...co_duel0000.jpg</a>
<a href='http://www.uniriotec.br/~felipe.silveira/co_duel/screenshots/co_duel0001.jpg' target='_blank'>http://www.uniriotec.br/~felipe.silveira/c...co_duel0001.jpg</a>
<a href='http://www.uniriotec.br/~felipe.silveira/co_duel/screenshots/co_duel0002.jpg' target='_blank'>http://www.uniriotec.br/~felipe.silveira/c...co_duel0002.jpg</a>
<a href='http://www.uniriotec.br/~felipe.silveira/co_duel/screenshots/co_duel0003.jpg' target='_blank'>http://www.uniriotec.br/~felipe.silveira/c...co_duel0003.jpg</a>
<a href='http://www.uniriotec.br/~felipe.silveira/co_duel/screenshots/co_duel0004.jpg' target='_blank'>http://www.uniriotec.br/~felipe.silveira/c...co_duel0004.jpg</a>
<a href='http://www.uniriotec.br/~felipe.silveira/co_duel/screenshots/co_duel0005.jpg' target='_blank'>http://www.uniriotec.br/~felipe.silveira/c...co_duel0005.jpg</a>
<a href='http://www.uniriotec.br/~felipe.silveira/co_duel/screenshots/co_duel0006.jpg' target='_blank'>http://www.uniriotec.br/~felipe.silveira/c...co_duel0006.jpg</a>
<a href='http://www.uniriotec.br/~felipe.silveira/co_duel/screenshots/co_duel0007.jpg' target='_blank'>http://www.uniriotec.br/~felipe.silveira/c...co_duel0007.jpg</a>
<a href='http://www.uniriotec.br/~felipe.silveira/co_duel/screenshots/co_duel0008.jpg' target='_blank'>http://www.uniriotec.br/~felipe.silveira/c...co_duel0008.jpg</a>
<a href='http://www.uniriotec.br/~felipe.silveira/co_duel/screenshots/co_duel0009.jpg' target='_blank'>http://www.uniriotec.br/~felipe.silveira/c...co_duel0009.jpg</a>
<a href='http://www.uniriotec.br/~felipe.silveira/co_duel/screenshots/co_duel0010.jpg' target='_blank'>http://www.uniriotec.br/~felipe.silveira/c...co_duel0010.jpg</a>
<a href='http://www.uniriotec.br/~felipe.silveira/co_duel/screenshots/co_duel0011.jpg' target='_blank'>http://www.uniriotec.br/~felipe.silveira/c...co_duel0011.jpg</a>

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    zoc, I think what you need is stuffin teh rooms. actually a lot of rooms in ns have flat roof but the stuff in tehm makes the roof look not flat. a good example is the refinery hive on bast. The best way to learn is to look at the screenshots thread, instead of me typing a rambling and incohereant response. which have no doubt i actaully did. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ZocZoc &lt;?php echo &quot;Hi there&#33;&quot;; ?&gt; Join Date: 2003-01-20 Member: 12517Members, Retired Developer, Constellation, NS2 Playtester
    Anyway, Thanks for the advice <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    I'll try to look, but I never found what to do... If I put too many things, "OMG, the map is filled with garbage", and if remove the things, "Something is missing in here..."...


    btw, At least the Hive Roof I would like to make something that looks good and stops the massive jetpacks attacks (the map is for combat)

    again, thank you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    If you're working on the ceiling for a hive, i suggest you carve it up and manipulated the brushes so it's all lumpy at the end. It's easy to do, and it works pretty well.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    A lot of times one of the good ways to make an interesting roof is to have it be an extension of the wall geometry. Have your supports run all the way to the other wall, with the ceiling raised up above them on the areas in between. Or do it the other way and have the bulk of the ceiling be below your support beams. (this looks wierd unless they are really big. (32-38 unit width at the least) Also try putting some pipes running along the ceiling, but instead of making them an entity so you can use an alpha'd pipe texture, set them up in the ceiling. Or maybe set them in the ceiling with some grating. What confused said is equally helpful, a lot of times you can get away with a flat ceiling if you have just enough eye candy to keep people from watching that too closely. Often it helps if some of your detail work approaches or is based off the ceiling (think those big processing things in bast's refinery) This gives the impression that your ceiling is interesting while letting it still be flat. Sensibly multi-texture use works too, such as lights, skylights, support beams, pipes, vents, and anything else you can think of that should/could be level with the ceiling.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Take a look at other maps for inspiration, sometimes the less can be beter.
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